Henchlings are henchmen, hirelings, and pack mules who have survived great ordeals, crafting what is normally a terrible life choice into a refined battle art. What separates a henchling from a “very strong henchmen” is a touch of greatness born from their experiences.

Maybe the call to action came when they heard whispers in their mind like, “I lugged all their gear for 6 months and the wizard gets the muleback cords from the treasure pile? ” or “They just made off with 250,000 gp and all I get is a measly 1-3 gp per day?!”. Henchlings still typically find employment as party pack mules and henchmen though their martial prowess is not ignored (and they command a much higher price for their services- on par with any other adventurer).

Hit Dice: d10.

Role: Henchlings typically serve as a party’s pack mule but still have a place as a damage dealer (despite their lack of formal martial training) and their defensive capacities make them particularly adept as support characters. Henchlings, favoring the use of massive packs of stored loot as weapons, are unique in their capacity to hit multiple squares at a time.

Alignment: Any

Henclings come from all walks of life. Some of them used to be evil minions and others were aids to heroes.

Starting Wealth: 5d6 × 10 gp (average 175 gp.). In addition, each character begins play with an outfit worth 10 gp or less. All this money must be spent on items however (he may have no spare gold). Any time a henchling character is created (at 1st level or by using wealth by level) he must spend all of his gold.

Weapon and Armor Proficiency

The henchling is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Improvised Weapon Mastery

At 1st level, the henchling gains Improvised Weapon Mastery as a bonus feat even if he does not meet the requirements.

Pack Mule (Ex)

At 1st level, the henchling’s maximum carrying capacity is increased by an additional number of pounds equal to 200x his henchling level (to a maximum of carrying capacity +4,000 lbs at 20th level). In addition, a henchling’s speed is never modified by armor or encumbrance.

Loot Sack (Su)

At 2nd level, a henchling can pack twice the size and and weight of objects into a given space that a non-henchling could. He does this by taking 1 minute to pack the object, though he may pack as many objects as he can fit into the newly modified space during that 1 minute. This, in effect, doubles the volume of the object he packs. This means they could fit a 10 foot long pole into a wooden barrel only 5 feet deep. It also would allow a cloth sack to support far more weight than normal. This does not affect extradimensional spaces (like a bag of holding) or spaces with more than 10 x 10 x 10 of space. A henchling may not use this to store living creatures - only unattended objects. At 10th level a henchling does not need to take additional time to pack things in this fashion.

Pack Weapon (Su)

At 2nd level a henchling can use mundane packs, backpacks, bags, and other non-rigid vessels normally used for storing items as melee weapons without penalty (other characters would treat them as improvised weapons). Collectively these weapons are referred to as a “pack” weapon, use the weapon profile presented below, and henchlings can qualify for combat feats like Weapon Focus in packs. Packs are two-handed weapons, though they may be wielded in one hand by a henchling if the total weight in the pack does not exceed his light encumbrance. Packs may not be used in conjunction with two-weapon fighting. Packs may be enchanted as weapons, though this only functions for henchlings or other characters who consider the pack to be a martial weapon (if they treat it as an improvised weapon it has no benefit).

At 2nd level and every 3 levels thereafter a pack wielded by a henchling deals 1 additional point of damage provided the weight of the pack wielded meets the requirements from that much additional damage on Table: Pack Bonus Damage.

Table: Pack Weapons

Name

Cost

Dmg (S)

Dmg (M)

Critical

Range

Weight

Type

Special

Pack

N/A

1d8

1d10

19-20/ x2

-

Varies

B

See text

Table: Pack Bonus Damage

Damage Bonus

Level Required

Weight Required (in the pack)

+1

2nd

20 lbs.

+2

5th

40 lbs.

+3

8th

60 lbs.

+4

11th

80 lbs.

+5

14th

100 lbs.

+6

17th

120 lbs.

+7

20th

140 lbs.

Fast Fingers (Ex)

At 3rd level, a henchling gains the Quick Draw feat as a bonus feat and can also retrieve any item stored mundanely on his person as a swift action (regardless of the size or location). At 7th level he may do so as a free action.

Hench Talent

Life as a henchman is hard and henchlings have survived that role for a long time. At 3rd level, and every 3 levels thereafter, a henchling gains a talent from the various experiences and hardships he endures while engaged in henchwork.

Camp Cook (Ex)

A henchling may take 1 gp worth of food and take 1 hour to mimic the benefits of heroes’ feast if his allies take 1 hour to consume the food and partake in some form of revelry or merriment. This does not grant the conjured elements of the spell (like the chairs and fancy accoutrements). A henchling uses his level as his caster level for this ability.

Capo (Ex)

A henchling with this talent has risen above the ranks of your average henchmen and is now something of a legend amongst henchmen and mercenaries. He gains a bonus equal to half his henchling level on all Diplomacy checks to negotiate the price services for henchmen or mercenary. Likewise, he gains an equal bonus on Intimidate checks made to press-gang or otherwise intimidate henchmen or mercenaries into lending their services at an unfairly low price. A henchling must be at least 6th level to take this talent.

Determined Survivor (Ex)

Henchmen don’t have a high priority on the list of who gets healed first after battle. A henchling with this talent has managed to survive despite this. He gains the Diehard feat as a bonus feat and a +4 luck bonus on stabilization rolls.

Evil Minion (Sp/Su)

This talent only functions for evil henchlings. The henchling gains detect evil (as per the paladin ability described in Chapter 3 of the Pathfinder Core Rulebook) and gains a +2 profane bonus on attack rolls made against non-evil aligned targets.

Experienced Bait (Ex)

A henchling gains the Toughness feat as a bonus feat. In addition, he gains a +2 luck bonus on saves against traps.

Faceless Goon (Ex)

A henchling with this talent who dons the attire of a popular and immediately recognizable organization with many members (an army, the local town guards, a popular church, a local guild, etc) becomes difficult to recall if the henchling makes a DC 10 Disguise check. Creatures attempting to recall any personal details about the henchling (name, height, weight, gender, hair color, race, accent, etc) must attempt an Intelligence check (DC 10 + 1/2 henchling level) or be unable to do so. They can recall that they were a member of the organization (or at least wearing their uniform) but everything else is a little hazy or vague (“I THINK it was a guy… or a flat chested girl. I’m pretty confident they were human… then again it could have been an elf- you know I couldn’t see his… or her… ears. ”). Creatures can, however, recall what the henchling said and did with clarity.

Hard Knock Life

A henchling has suffered greatly before becoming the paragon he is now and thus gains DR against non-lethal damage equal to his henchling level.

Hench-Mount (Ex)

A henchling is sturdy and the various objects poking out of his body often make perches for smaller creatures. A single creatures who is at least one size category smaller than the henchling may “mount” him (with some stipulations). While the creature who has mounted the henchling is “riding” him, the henchling is still fully in control of his abilities and has his own action. The creature riding the henchling doesn’t have the ability to move on his own accord and this normally requires some level of teamwork between the henchling and the rider. Abilities that trigger off a mount’s coordinated action (such as a charge) do not function (such as a lance’s extra damage on a charge).

Henchmen Teamwork

The henchling has learned to work with other henchmen - knowing that there is strength in numbers. The henchling receives a teamwork feat as a bonus feat. This hench talent may be selected multiple times.

Many Hats

Work as a pack-mule and trap detector isn’t always plentiful and a henchling has done many jobs. He may make any Profession check untrained.

Night Watch

Henchlings ALWAYS get the worst shifts when it comes to watch. A henchling with this talent needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. In addition, he gains darkvision 30 feet. If he already has darkvision, it improves by 30 feet.

Overlooked (Ex)

The henchling is easily overlooked, having escaped many dangers in his life simply by not standing out- the henchling gains a competence bonus on all Stealth checks made to hide equal to 1/4th his henchling level and gains the Fast Stealth rogue talent (as described in Chapter 3 of the Pathfinder Core Rulebook).

Second Fiddle (Ex)

A henchling is quite used to not having the spotlight himself and is quite experienced at making others look good. He gains a +2 bonus on all aid another checks and allies who attempt Charisma-based skill checks made within 30 feet of him gain a +2 morale bonus on such checks.

Transporter (Ex)

Henchlings have to carry a great many things of great weight for other people and, as a result, they have built up their muscles to compensate. They gain a +10 ft. bonus to their move speed. This talent may be taken multiple times and each time it further improves their move speed by 10 feet.

Hefting Strike (Ex)

At 3rd level, any time he makes a melee attack roll with a pack weapon he may choose all creatures adjacent to the creature to take damage equal to the damage bonus on Table: Pack Bonus Damage (above), depending on the weight of his pack weapon. On hit effects only trigger against the initial target of hefting strike (such as a flaming weapon). They take this damage if their AC is equal to or lower than the attack roll. This ability targets creatures indiscriminately (allies and enemies).

At 6th level, a single melee attack from a henchling’s pack weapon with at least 60 lbs. in it can target all creatures in a 10-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the pack weapon. On hit effects only trigger against one target within the radius (declared before rolling to hit) of hefting strike (such as a flaming weapon).

This ability targets creatures indiscriminately (allies and enemies). A henchling may elect to do this or not on an attack by attack basis. A sack may be used to not hit multiple squares.

Note: Critical Hits and Hefting Strike
If a hefting strike attack confirms a critical, it only ever deals critical damage to one creature. With the 3rd level version this class feature, it applies to the initially struck creature and, with the 6th level class feature, it applies to one creature determined by the henchling.

Helpful Henchman (Ex)

At 4th level, a henchling is treated as if they possessed any teamwork feats their allies possess for the purpose of determining whether the ally receives a bonus from her teamwork feats. The henchling does not receive any bonuses from these feats unless they actually possess the feats themselves. The henchling positioning and actions must still meet the prerequisites listed in the teamwork feat for the ally to receive the listed bonus.

Bonus Feat

At 7th level and every 3 levels thereafter the henchling gains a bonus feat in addition to those gained from normal advancement.

Henchlord (Su)

At 20th level, a henchling becomes a living legend - renowned the world over for his ability to survive any task thrown at him. The maximum amount of weight he can carry doubles and he can call upon henchmen from far and wide with his mighty battle cry.

This battle cry - a standard action that may be used once per day - enables him to summon henchmen, as per the summon universal monster rule (and, by the token, the summon monster spell). Roll 1d6 and consult Table 10-4 Henchlord Henchmen. When henchmen are summoned in this fashion, they are required to be paid a small fee of 500 gp. If this fee cannot be paid from the pockets of the henchling, no henchmen are summoned. These henchmen vanish, returning to their point of origin, after 5 rounds. A henchling may pay twice the amount their fees to have them remain for 1 minute per henchling level instead.

Table: Henchlord

Number Rolled

Henchmen Summoned

1

100 1st level commoners

2

20 4th level warriors

3

10 8th level adepts

4

5 12th level experts

5

2 16th adepts

6

1 18th level warrior

Henchling Favored Class Bonuses

Race

Bonus

Source

Dwarf

+20 lbs. to the henchling’s maximum carrying capacity.

CRB

Kobold

+1/4th an extra hench talent.

ARG

Ratfolk

+1/5th a bonus teamwork feat.

ARG

Goblin

+1/2 damage against creatures with more HP than the henchling currently has.

ARG

Tiefling

+1/4th on Diplomacy checks against evil outsiders.

ARG

Orc

+1/3rd damage with pack weapons.

ARG

Gaoth

+5% extra base pay for serving as a mercenary or otherwise serving as a henchman or adventurer in a combat environment. This only functions on an individual basis, not on contracts that apply to a group

NTRB

A Player’s Guide to the Henchling

The primary thing to remember about the henchling is you will be carrying a lot of stuff. Be prepared to carry everyone’s extra gear, all the loot they find in a dungeon, and anything else you can find. This is a class where “I can’t carry anything else” stops being an excuse really quickly. On the flip side, this class does require you to be aware about how much you are carrying, especially for your Hefting Strike ability. Don’t be afraid to grab worthless items to bump up that weight.

Beyond being the party pack mule, expect to be on the front line of most fights. Hefting strike allows you to damage groups of enemies easier than most other martial classes. Just be sure to avoid catching your allies in the blast zone. And remember; you have free improvised weapon mastery, so you never have to go without a weapon. You will still want to have your primary weapon be a full pack, so grab a bunch of rocks and shove them in your backpack early on. Later in the game, switch over to anvils, bits of masonry, or spare suits of armor.

Outside of combat, certain talents can make you a great team player. Camp Cook and Night Watch are standout talents for team players, while Hench-Mount lets you carry a slower team member into combat with you. You also can help with good positioning, since you count as having your friends’ teamwork feats. And of course, you can make sure that your friends have all those important (or not so important) items with them all the time.